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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#pragma once
#include "../renderercommon/tr_public.h"
#include "../renderercommon/iqm.h"
#include "../renderercommon/qgl.h"
#if 0
#include "../cgame/tr_types.h"
#ifdef __cplusplus
extern "C" {
#endif
#define REF_API_VERSION 14
typedef struct dtiki_s dtiki_t;
typedef struct skelAnimFrame_s skelAnimFrame_t;
//
// these are the functions exported by the refresh module
//
typedef struct {
// called before the library is unloaded
// if the system is just reconfiguring, pass destroyWindow = qfalse,
// which will keep the screen from flashing to the desktop.
void (*Shutdown)( qboolean destroyWindow );
// All data that will be used in a level should be
// registered before rendering any frames to prevent disk hits,
// but they can still be registered at a later time
// if necessary.
//
// BeginRegistration makes any existing media pointers invalid
// and returns the current gl configuration, including screen width
// and height, which can be used by the client to intelligently
// size display elements
void (*BeginRegistration)(glconfig_t* glConfigOut);
qhandle_t(*RegisterModel)(const char* name);
qhandle_t(*SpawnEffectModel)(const char* name, vec3_t pos, vec3_t axis[3]);
qhandle_t(*RegisterServerModel)(const char* name);
void (*UnregisterServerModel)(qhandle_t model);
qhandle_t (*RegisterShader)(const char* name);
qhandle_t (*RegisterShaderNoMip)(const char* name);
qhandle_t (*RefreshShaderNoMip)(const char* name);
// EndRegistration will draw a tiny polygon with each texture, forcing
// them to be loaded into card memory
void (*EndRegistration)();
void (*FreeModels)();
// the vis data is a large enough block of data that we go to the trouble
// of sharing it with the clipmodel subsystem
void (*SetWorldVisData)( const byte *vis );
void (*LoadWorld)(const char* name);
void (*PrintBSPFileSizes)();
int (*MapVersion)();
// a scene is built up by calls to R_ClearScene and the various R_Add functions.
// Nothing is drawn until R_RenderScene is called.
void (*ClearScene)(void);
void (*AddRefEntityToScene)(const refEntity_t* re, int parentEntityNumber);
void (*AddRefSpriteToScene)(const refEntity_t* ent);
qboolean (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int renderfx);
void (*AddTerrainMarkToScene)(int terrainIndex, qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx);
void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b, int type );
void (*RenderScene)( const refdef_t *fd );
refEntity_t* (*GetRenderEntity)(int entityNumber);
void (*SavePerformanceCounters)();
void (*SetColor)( const float *rgba ); // NULL = 1,1,1,1
void (*Set2DWindow)(int x, int y, int w, int h, float left, float right, float bottom, float top, float n, float f);
void (*DrawStretchPic) ( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
void (*DrawTilePic)(float x, float y, float w, float h, qhandle_t hShader);
void (*DrawTilePicOffset)(float x, float y, float w, float h, qhandle_t hShader, int offsetX, int offsetY);
void (*DrawTrianglePic)(vec2_t* points, vec2_t* texCoords, qhandle_t hShader);
void (*DrawBackground)(int cols, int rows, int bgr, uint8_t* data);
// Draw images for cinematic rendering, pass as 32 bit rgba
void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, int components, const byte* data);
void (*DebugLine)(const vec3_t start, const vec3_t end, float r, float g, float b, float alpha);
void (*DrawBox)(float x, float y, float w, float h);
void (*AddBox)(float x, float y, float w, float h);
void (*BeginFrame)(stereoFrame_t stereoFrame);
void (*Scissor)(int x, int y, int width, int height);
void (*DrawLineLoop)(const vec2_t* points, int count, int stippleFactor, int stippleMask);
// if the pointers are not NULL, timing info will be returned
void (*EndFrame)( int *frontEndMsec, int *backEndMsec );
int (*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection,
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer, float fRadiusSquared);
int (*MarkFragmentsForInlineModel)(clipHandle_t bmodel, const vec3_t angles, const vec3_t origin, int numPoints,
const vec3_t* points, const vec3_t projection, int maxPoints, vec3_t pointBuffer,
int maxFragments, markFragment_t* fragmentBuffer, float radiusSquared);
void (*GetInlineModelBounds)(int index, vec3_t mins, vec3_t maxs);
void (*GetLightingForDecal)(vec3_t light, vec3_t facing, vec3_t origin);
void (*GetLightingForSmoke)(vec3_t light, vec3_t origin);
int (*R_GatherLightSources)(const vec3_t pos, vec3_t* lightPos, vec3_t* lightIntensity, int maxLights);
void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs );
float (*ModelRadius)(qhandle_t handle);
dtiki_t* (*R_Model_GetHandle)(qhandle_t handle);
void (*DrawString)(fontheader_t* font, const char* text, float x, float y, int maxLen, qboolean virtualScreen);
float (*GetFontHeight)(const fontheader_t* font);
float (*GetFontStringWidth)(const fontheader_t* font, const char* string);
fontheader_t* (*LoadFont)(const char* name);
void (*SwipeBegin)(float thisTime, float life, qhandle_t hShader);
void (*SwipePoint)(vec3_t point1, vec3_t point2, float time);
void (*SwipeEnd)();
void (*SetRenderTime)(int t);
float (*Noise)(float x, float y, float z, float t);
qboolean (*SetMode)(int mode, const glconfig_t* glConfig);
void (*SetFullscreen)(qboolean fullScreen);
int (*GetShaderWidth)(qhandle_t hShader);
int (*GetShaderHeight)(qhandle_t hShader);
const char* (*GetGraphicsInfo)();
void (*ForceUpdatePose)(refEntity_t* model);
orientation_t (*TIKI_Orientation)(refEntity_t* model, int tagNum);
qboolean (*TIKI_IsOnGround)(refEntity_t* model, int tagNum, float threshold);
void (*SetFrameNumber)(int frameNumber);
} refexport_t;
//
// these are the functions imported by the refresh module
//
typedef struct {
// print message on the local console
void (QDECL *Printf)( int printLevel, const char *fmt, ...);
// abort the game
void (QDECL *Error)( int errorLevel, const char *fmt, ...);
// milliseconds should only be used for profiling, never
// for anything game related. Get time from the refdef
int (*Milliseconds)( void );
char* (*LV_ConvertString)(char* string);
void (*Hunk_Clear)();
// stack based memory allocation for per-level things that
// won't be freed
#ifdef HUNK_DEBUG
void *(*Hunk_AllocDebug)(size_t size, const char *label, const char *file, int line);
#else
void *(*Hunk_Alloc)(size_t size );
#endif
void *(*Hunk_AllocateTempMemory)(size_t size );
void (*Hunk_FreeTempMemory)( void *block );
// dynamic memory allocator for things that need to be freed
void *(*Malloc)(size_t bytes );
void (*Free)( void *buf );
void (*Clear)();
cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags );
void (*Cvar_Set)( const char *name, const char *value );
void (*Cvar_SetDefault)(cvar_t* var, const char* varValue);
void (*Cmd_AddCommand)( const char *name, xcommand_t command );
void (*Cmd_RemoveCommand)( const char *name );
int (*Cmd_Argc) (void);
char *(*Cmd_Argv) (int i);
void (*Cmd_ExecuteText) (cbufExec_t exec_when, const char *text);
// visualization for debugging collision detection
void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, float *points) );
// a -1 return means the file does not exist
// NULL can be passed for buf to just determine existance
int (*FS_OpenFile)(const char* qpath, fileHandle_t *file, qboolean uniqueFILE, qboolean quiet);
size_t (*FS_Read)(void* buffer, size_t len, fileHandle_t fileHandle);
void (*FS_CloseFile)(fileHandle_t fileHandle);
int (*FS_Seek)(fileHandle_t fileHandle, long offset, int origin);
int (*FS_FileIsInPAK)( const char *name, int *pCheckSum );
int (*FS_ReadFile)(const char* name, void** buf);
int (*FS_ReadFileEx)(const char* qpath, void** buffer, qboolean quiet);
void (*FS_FreeFile)( void *buf );
char ** (*FS_ListFiles)( const char *name, const char* extension, qboolean wantSubs, int* numFiles);
void (*FS_FreeFileList)( char **filelist );
int (*FS_WriteFile)( const char *qpath, const void *buffer, int size );
qboolean (*FS_FileExists)( const char *file );
void (*CM_BoxTrace)(trace_t* results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, int model, int brushMask, int cylinder);
int (*CM_TerrainSquareType)(int terrainPatch, int i, int j);
char* (*CM_EntityString)();
const char* (*CM_MapTime)();
int (*CG_PermanentMark)(const vec3_t origin, const vec3_t dir, float orientation, float sScale, float tScale, float red, float green, float blue, float alpha, qboolean doLighting, float sCenter, float tCenter, markFragment_t* markFragments, void* polyVerts);
int (*CG_PermanentTreadMarkDecal)(treadMark_t* treadMark, qboolean startSegment, qboolean doLighting, markFragment_t* markFragments, void* polyVerts);
int (*CG_PermanentUpdateTreadMark)(treadMark_t* treadMark, float alpha, float minSegment, float maxSegment, float maxOffset, float texScale);
void (*CG_ProcessInitCommands)(dtiki_t* tiki, refEntity_t* ent);
void (*CG_EndTiki)(dtiki_t* tiki);
void (*SetPerformanceCounters)(int totalTris, int totalVerts, int totalTexels, int worldTris, int worldVerts, int characterLights);
debugline_t** DebugLines;
int* numDebugLines;
debugstring_t** DebugStrings;
int* numDebugStrings;
orientation_t (*TIKI_OrientationInternal)(dtiki_t* tiki, int entNum, int tagNum, float scale);
qboolean(*TIKI_IsOnGroundInternal)(dtiki_t* tiki, int entNum, int tagNum, float thresHold);
void (*TIKI_SetPoseInternal)(void* skeletor, const frameInfo_t* frameInfo, const int* boneTag, const vec4_t *boneQuat, float actionWeight);
void* (*TIKI_Alloc)(size_t size);
float (*GetRadiusInternal)(dtiki_t* tiki, int entNum, float scale);
float (*GetCentroidRadiusInternal)(dtiki_t* tiki, int entNum, float scale, vec3_t centroid);
void (*GetFrameInternal)(dtiki_t* tiki, int entNum, skelAnimFrame_t* newFrame);
} refimport_t;
// this is the only function actually exported at the linker level
// If the module can't init to a valid rendering state, NULL will be
// returned.
refexport_t*GetRefAPI( int apiVersion, refimport_t *rimp );
#ifdef __cplusplus
}
#endif
#endif
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